 |
Crossfire Server, Trunk
1.75.0
|
Go to the documentation of this file.
20 #define ASSETS_ARCHETYPES 0x0001
21 #define ASSETS_FACES 0x0002
22 #define ASSETS_ANIMATIONS 0x0004
23 #define ASSETS_FACESETS 0x0008
24 #define ASSETS_TREASURES 0x0010
25 #define ASSETS_PNG 0x0020
26 #define ASSETS_MESSAGES 0x0040
27 #define ASSETS_ARTIFACTS 0x0080
28 #define ASSETS_FORMULAE 0x0100
29 #define ASSETS_ATTACK_MESSAGES 0x0200
30 #define ASSETS_QUESTS 0x0400
31 #define ASSETS_REGIONS 0x0800
32 #define ASSETS_ALL 0xFFFF
New face structure - this enforces the notion that data is face by face only - you can not change the...
void assets_finish_archetypes_for_play()
void(* quest_op)(const quest_definition *, void *)
class AssetsManager * getManager()
void(* face_op)(const Face *)
void archetypes_for_each(arch_op op)
size_t assets_number_of_treasures()
void(* faceset_op)(const face_sets *)
quest_definition * quest_find_by_code(sstring code)
Find a quest from its code, logging if no matching quest.
void assets_end_load()
Called after collect is complete, to check various things.
size_t quests_count(bool includeSystem)
void quest_for_each(quest_op op, void *user)
Iterate over all quests.
size_t assets_number_of_treasurelists()
The archetype structure is a set of rules on how to generate and manipulate objects which point to ar...
void assets_free()
Free all assets-related memory.
void assets_collect(const char *datadir, int what)
Collect all assets from the specified directory and all its subdirectories.
void assets_pack(const char *type, const char *filename)
Pack the specified assets in a file.
const typedef char * sstring
This represents one animation.
Definition of an in-game quest.
void(* anim_op)(const Animations *)
Represents all assets of the game.
Crossfire Architecture the general intention is to enhance the enjoyability and playability of CF In this code
void assets_init()
Init assets-related variables.
void(* arch_op)(archetype *)
Information about one face set.
quest_definition * quest_get_by_code(sstring code)
Find a quest from its code if it exists.
the server will also quite happily load unpacked files as long as they have the right file which is convenient if you want to edit your maps and archetypes live It also contains a few like which have hard coded names and are not identified by extension localdir Usually var crossfire Modern systems probably want var lib crossfire instead Contains data that the server does need to live apartment high the contents of player edited etc mapdir Usually maps Always relative to datadir or depending on context Relative to the datadir